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using UnityEngine;
public class CrouchState : GroundParentState
{
public override void UpdateLogic(PlayerNetwork player)
{
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if (!player.enter)
{
player.enter = true;
player.animation = "Crouch";
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player.animationFrames = 0;
return;
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}
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player.position = new DemonVector2(player.position.x, DemonicsPhysics.GROUND_POINT);
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CheckFlip(player);
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player.canDoubleJump = true;
player.dashFrames = 0;
player.animationFrames = 0;
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player.velocity = DemonVector2.Zero;
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base.UpdateLogic(player);
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ToIdleState(player);
}
private void ToIdleState(PlayerNetwork player)
{
if (player.direction.y >= 0)
{
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EnterState(player, "Idle");
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}
}
}